Skip to content

Install RaG BaseItems on a DayZ server

By

Updated

Install RaG Core and RaG BaseItems on the server and joining clients. Start the server once to generate the settings, then stop it before editing. BaseItems supplies furniture, storage and workstations; use the separate RaG BaseBuilding guide for construction parts and book crafting.

Use RaGTyson’s original RaG_BaseItems, Workshop item 2878980498. Its required framework is RaG Core (3556131153). The old standalone Liquid Framework has been incorporated into Core. Check the requirements of your other packages before changing their dependencies.

Install the packages and find the active settings

Section titled “Install the packages and find the active settings”

Stop the server and back up the mission, saved world, profiles and launch settings. Use a separate instance to rehearse the installation, particularly if players already have BaseItems storage or furniture in the world.

In VXPanel Mods, install the two original Workshop items with client-visible loading and put Core before BaseItems. For manual hosting, follow the mod and signing-key procedure, using the keys supplied by each package. Keep signature checks enabled and make sure players load matching releases.

After the first startup, check the log and stop the server. The author’s setup guide places the main file under the active profiles directory at:

RaG_Core/Configs/RaG_Baseitems/
RaG_Baseitems.json

Edit that generated file, validate its JSON and restart. Core sends the server configuration to clients. If a change has no effect, confirm the active profiles path and look for a load error before editing another copy.

Keep the generated version field, item identifiers and value types. The author’s configuration reference includes a custom preset, so copying its whole JSON would also change unrelated rules. For example, its DisableDamage setting differs from the source default.

Review the settings that affect your community first:

  • Damage: DisableDamage covers supported BaseItems classes more broadly than the vanilla disableContainerDamage setting. Check deployed objects and carried items separately against your PvE rules.
  • Trash: EnableClearTrashcanAfterRestart set to 1 clears trashcan contents at restart. Tell players before enabling it on storage they already use.
  • Crafting: entries in WorkbenchCrafting use an internal Item recipe name and an ENABLED value of 0 or 1. Preserve the generated names, including keys such as EnableCraftCraftPlasticSheets with the repeated word.
  • Repairs: condition numbers run from 0 for pristine to 4 for ruined. Confirm the intended repaired condition before changing a workstation’s health setting.

Change a small group of related settings, restart and try the affected action. Keep the preceding configuration so you can compare the result or restore it.

Use the author’s classname reference and the administration files matching your installed release. A deployable kit, the resulting furniture and a static map object can have different classnames. Register only the items you intend players to find or buy, following custom loot registration.

Useful names for a controlled setup check include:

  • Workbench kit: rag_baseitems_workbench_kit.
  • Workbench blueprint: rag_baseitems_workbench_blueprint.
  • Repair station kit: rag_baseitems_repair_station_kit.
  • Repair station grindstone: rag_baseitems_grindstone.
  • Weapon cleaner kit: rag_baseitems_weapon_cleaner_kit.
  • Ammo cleaner: rag_baseitems_ammo_cleaner, which is a direct crafting result without a kit.

Confirm each classname exists in the installed package before adding it to loot or trader files. Choose targets and lifetimes for your economy, retain existing definitions and check for duplicates. Spawning an object through an admin tool proves neither natural loot delivery nor persistence.

The author’s workbench procedure requires a deployed bench, an attached blueprint and a non-ruined hammer in the player’s hands. Add the exact materials for an enabled recipe, then aim at the bench’s crafting area to select the preview and start crafting.

For a small first check, the documented TrashCan recipe uses 10 wooden planks and 20 nails. TrashCan is the recipe identifier; the produced kit has its own classname. Check that the action appears, materials are consumed and the result can be picked up and deployed by an ordinary player.

Some recipes use the mod’s small plastic or metal sheets. A vanilla MetalPlate is not a substitute for every metal ingredient. When an action is absent, compare the recipe’s material type and quantity, hammer condition, blueprint and enabled setting before changing the configuration again.

The 31 August 2026 change note records a fix for crafted results failing to appear until restart. If you see that symptom, record the installed version and client/server package match as well as the recipe.

If the server uses Code Lock, check the author’s BaseItems integration instructions. Support applies to selected items. Open a supported container first, then hold the lock to attach and configure it.

BaseItems stores its integration settings separately under the active profiles directory:

CodeLock/
RaG_BaseItems_CodeLockConfig.json

Keep the generated value types. The author documents string values for CanAttach, CanRaid and DeleteLockOnRaid, as in this complete example:

{
"RaidTimeInSeconds": 10.0,
"CanAttach": "true",
"CanRaid": "false",
"DeleteLockOnRaid": "false",
"ToolDamageOnRaid": 100,
"RaidTools": ["Hacksaw"]
}

Compare this with your generated file before applying it. Choose raiding rules deliberately, then test the locked container with its owner and a player who has no access. Repeat after reconnecting and restarting; a lock attachment alone doesn’t demonstrate that cargo access follows your policy.

Check placement, compatibility and recovery

Section titled “Check placement, compatibility and recovery”

For failed placement, check whether enableCfgGameplayFile=1; is active and inspect the existing HologramData settings in cfggameplay.json. Follow the placement guide and preserve unrelated settings. Broad collision changes affect placement across the server, so establish the actual obstruction before relaxing them.

The author’s 9 April 2026 changelog removes native Expansion compatibility. Earlier notes about Expansion virtual storage predate that change. Establish support for your installed combination before storing player items through those integrations.

Before moving the setup to a live world, check:

  1. A normal player can join, deploy a kit and use the intended workstation with the required materials or power.
  2. Storage contents, damage rules and lock permissions behave as configured.
  3. Furniture, attachments and cargo remain correct after a clean restart.
  4. Restoring the backup recovers those same objects and contents on the separate instance.

Use RaG Core’s debug logging temporarily when an action fails, then return it to your normal logging setting. Keep the relevant log, classname, recipe and configuration change together so the failure can be reproduced.

The original Workshop description, latest ten change entries and the author’s overview, setup, configuration, classname, workbench and Code Lock pages were checked on 6 October 2026. This is a source-based procedure. Current package matching, gameplay, permissions and saved-world recovery haven’t been tested here.

DayZ hosting for your community.

Review DayZ plans with VxShield DDoS protection and no added player-slot fee.